L L4D2node

CChoreoScene::GetTimeZoom

0x00bb7810 · 111 bytes · __thiscall

_ZN12CChoreoScene11GetTimeZoomEPKc

Decompiled

undefined (2 params)

/* CChoreoScene::GetTimeZoom(char const*) */

undefined4 __thiscall CChoreoScene::GetTimeZoom(CChoreoScene *this,char *param_1)

{
  int iVar1;
  char *local_24 [5];
  
  if (param_1 != (char *)0x0) {
    local_24[0] = param_1;
    iVar1 = CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
            ::Find((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
                    *)(this + 0x164),(Node_t *)local_24);
    if (iVar1 != -1) goto LAB_00bb7840;
  }
  local_24[0] = (char *)0x64;
  iVar1 = CUtlDict<int,int>::Insert((CUtlDict<int,int> *)(this + 0x164),param_1,(int *)local_24);
LAB_00bb7840:
  return *(undefined4 *)(iVar1 * 0x18 + *(int *)(this + 0x168) + 0x14);
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)